Language: yield/signal/coroutine become keywords, start is contextual. Coroutine methods (func Name() coroutine) with start and yield / wait / frames / fixed / await; signals with Emit/Connect and Connection handles; ScriptRef<T> and node.GetScript<T>() for fields, plain methods and signals of other scripts. Diagnostics AES2050-AES2059. Bytecode v3: ScriptRefs, XFields, XMethods and Connects tables resolved by name in vm.Link, per-script signals, coroutine flag on functions; new opcodes START/YIELD/EMIT/CONNECT/DISCONNECT/CONNECTED/COSTOP/CORUN/ SELFREF/GETSCRIPT/GETXF/SETXF/CALLR, checked by verify. Runtime: script/coroutine scheduler (frames/fixed counters, time heap, await lists; only due coroutines are visited) and script/signal registry (snapshot per Emit, deferred removal, no allocations in steady state). Hot reload cancels coroutines of changed scripts, rebinds connections by name and signature, then runs Reloaded. Tooling: script/build removed, aego check/test/dump run on the workspace (test builds include _test.aes); langsvc completion, hover, signatures and semantic tokens for the new syntax; editor highlighting, snippets with placeholders, coroutine/signal profiler graphs and stats. Docs (script.md sections 16-19, editor.md, ARCHITECTURE), test fixtures and golden files, platformer enemies wired to the player, scriptreload demo, and run.Config.FrameTime for deterministic headless fixed steps. Modules (6.5): engine/module registry and ComponentBuilder are the one registration path for engine subsystems and native code; render2d, render3d and script/engine are modules over scene/frame, the script component moved to scene/scriptcomp, and scene/components and scene/systems are gone. Editor inspector, templates, picking shapes and extension hooks are driven by descriptors and editor/builtins; sdk gains Component/EditorHook; depcheck checks the module graph and the aego_runtime graph. Also: stop tracking built tool binaries; gl33 activates the scratch unit before binding for texture updates. Verification: typed component method adapters (Method0..2, Proc0..2) with direct field access and no allocations; app.Build as the single construction path for run and the editor; modules attach per scene document; depcheck aego_editor pass; diagnostic codes in one place and every code covered by a test; indexed coroutine heaps with eager cancel; dead component references and nil intrinsics fault with AES6004, host faults keep their code; GC roots of struct fields checked in verify and vm.Link; 255-field limit; AES4010 for script packages shadowing host modules; architecture registry D111-D147. Golden: the harness renders on the thread that owns the GL context, ReadPixels returns rows in memory order (render targets are top-down per D17), and the first rendering references are committed.
35 lines
1.4 KiB
Go
35 lines
1.4 KiB
Go
package stdlib
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import (
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"aego/core/rng"
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"aego/script/bind"
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)
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func installRand(r *bind.Registry, seed uint64) {
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m := r.Module(ModRand)
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fallback := rng.New(seed)
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src := func(c *bind.Ctx) *rng.Source {
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if c.Random != nil {
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return c.Random
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}
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return fallback
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}
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bind.Func0(m, "Float", func(c *bind.Ctx) float32 { return src(c).Float32() },
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bind.Doc("Float returns a random number in [0, 1)."), bind.Example("if rand.Float() < 0.25 {\n\tdropLoot()\n}"))
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bind.Func0(m, "Bool", func(c *bind.Ctx) bool { return src(c).Uint64()&1 == 1 },
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bind.Doc("Bool returns true or false with equal chance."), bind.Example("flip := rand.Bool()"))
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bind.Func2(m, "Int", func(c *bind.Ctx, lo, hi int64) int64 {
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if hi <= lo {
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return lo
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}
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return lo + int64(src(c).Uint64()%uint64(hi-lo))
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}, bind.Doc("Int returns a random int in [min, max). It returns min when max <= min."),
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bind.Params("min", "max"), bind.Example("roll := rand.Int(1, 7)"))
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bind.Func2(m, "Range", func(c *bind.Ctx, lo, hi float32) float32 { return src(c).Range(lo, hi) },
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bind.Doc("Range returns a random float in [min, max)."), bind.Params("min", "max"),
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bind.Example("delay := rand.Range(0.5, 1.5)"))
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bind.Func0(m, "Seed", func(c *bind.Ctx) int64 { return int64(src(c).Seed()) },
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bind.Doc("Seed returns the seed of the world's generator. Replays with the same seed produce the same numbers."),
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bind.Example("log.Info(\"seed \" + string(rand.Seed()))"))
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}
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